106 lines
2.6 KiB
Lua
106 lines
2.6 KiB
Lua
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CLASS.Base = "zombie_legs"
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CLASS.Name = "Ass Kicker"
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CLASS.TranslationName = "class_asskicker"
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CLASS.Description = "description_asskicker"
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CLASS.Help = "controls_asskicker"
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CLASS.Boss = true
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CLASS.KnockbackScale = 0
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CLASS.FearPerInstance = 1
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CLASS.Points = 40
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CLASS.SWEP = "weapon_zs_asskicker"
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CLASS.Health = 2500
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CLASS.Speed = 240
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CLASS.JumpPower = 260
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CLASS.NoFallDamage = true
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CLASS.NoFallSlowdown = true
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CLASS.ModelScale = 1.75
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CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}
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CLASS.ViewOffset = Vector(0, 0, 32 * CLASS.ModelScale)
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CLASS.ViewOffsetDucked = Vector(0, 0, 32 * CLASS.ModelScale)
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CLASS.StepSize = 25
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CLASS.CrouchedWalkSpeed = 1
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CLASS.Mass = DEFAULT_MASS * CLASS.ModelScale * 0.5
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--CLASS.NoCollideAll = true
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CLASS.CantDuck = true
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CLASS.SWEP = "weapon_zs_asskicker"
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CLASS.BloodColor = -1
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local math_random = math.random
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local CurTime = CurTime
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local ACT_RUN = ACT_RUN
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function CLASS:PlayerStepSoundTime(pl, iType, bWalking)
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return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * self.ModelScale
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end
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function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)
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if not dmginfo:IsBulletDamage() then return true end
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if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC and dmginfo:GetDamagePosition().z > pl:LocalToWorld(Vector(0, 0, self.Hull[2].z * 1.33)).z then
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dmginfo:SetDamage(0)
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dmginfo:ScaleDamage(0)
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end
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return true
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end
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function CLASS:IgnoreLegDamage(pl, dmginfo)
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return true
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end
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local StepSounds = {
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"npc/zombie/foot1.wav",
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"npc/zombie/foot2.wav",
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"npc/zombie/foot3.wav"
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}
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function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)
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pl:EmitSound(StepSounds[math_random(#StepSounds)], 77, 50)
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if iFoot == 0 then
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pl:EmitSound("^npc/strider/strider_step4.wav", 90, math_random(95, 115))
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else
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pl:EmitSound("^npc/strider/strider_step5.wav", 90, math_random(95, 115))
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end
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return true
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end
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function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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local feign = pl.FeignDeath
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if feign and feign:IsValid() then
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if feign:GetState() == 1 then
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pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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else
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pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)
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end
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pl:SetPlaybackRate(0)
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return true
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end
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local len2d = velocity:Length2D()
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if len2d > 1 then
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pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.75 / self.ModelScale, 3))
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else
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pl:SetPlaybackRate(1 / self.ModelScale)
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end
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return true
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end
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